this question is valid - yes, it's a little nice to have "1/2"-displacement, as long as you fiddle around with the camera setting for so long that you avoid seeing the next corner. But once this comes into the picture, it is embarrassing only and not useful for me like that...
Thank you for this amazing information of that lumion page it is very usefull tips. I did not see the lumion blog post because i only see it on their youtube video so i dont have fully information about this "Displacement" feature that they have, so now i knew it, it has a tricky behind it too,.
So, this is not actually displacement of geometry, and when real-time rendering engines say they are using displacement, then this is more likely parallax mapping. But, that is different to Normal Maps
Demian Gutberlet is there any information on how to use Displacement? Im currently just adding it to the bump slot assumign thats where it lives and it seems like it works pretty well, but im wondering how it will be implimented in the final iteration. It would be nice to be a seperate slot so that we can have displacement and fine grain bump/normal map as well. Either way, its nice to play with so far!
Ted.Vitale you'll have a dedicated Displacement map option where you currently switch between Bump and Normal map. If you want to combine a normalmap with a displacement map you'll have to combine them into a single RGBA texture for now. Then Enscape will recognize it correctly and use the RGB channels for normal and the alpha channel for displacement.
Normalmaps have been supported for years. Ted has been asking about having a material with both a normalmap and a displacement map at the same time. This will also work, when combining them into a single texture.
I'm not sure what Lumion does regarding reflection maps. After loading a normalmap (which should be an RGB image file) in Photoshop (or similar) you'll need to add an alpha channel. Then copy the greyscale displacement map into this channel. You can safe it in every image format that supports transparency (aka alpha channel) and can be used by Enscape, such as tga, tiff or png.
Displacement maps physically displace (as the name implies) the mesh to which they are applied. In order for detail to be created based on a displacement map, usually the mesh must be subdivided or tessellated so real geometry is created.
When it comes to creating additional detail for your low-resolution meshes, displacement maps are king. While you can use an 8-bit displacement map, you will almost always experience better results by using a 16- or 32-bit displacement map. While 8-bit files may look good in 2D space, when brought into 3D they can sometimes cause banding or other artifacts as a result of the insufficient range in value.
Hi,
real displacement is not real displacement,
even with lots of polygons.
You can see that on the edges of a geometry.
At the moment, it is just a fake and useless.
I hope, this will be improved.
Thank you.
Yes...we work with normal, gloss, roughness, and displacement maps. As well as weathering, round corners, etc. We need to be able to properly display these in Softplan because our are options are limited when it comes to scaling, and moving along different axis in Lumion.
Core software: higher quality render previews and materials with baked displacement
Users of the core edition get a new high-quality preview option. Clicking in the viewport causes the render view to refine progressively, showing materials and shadows more accurately.
The update adds the option to import custom displacement maps for materials, improves the visual quality of the real-time preview and the reflection effect, and makes a number of workflow improvements.
1.3: Displacement mapping (Material Editor: Lumion Materials Library)
With the addition of displacement mapping to 167 materials in Lumion 10, your audience will be able to feel the grain of your chosen wood, the rough surface of bricks, the bumpy texture of gravel.